Random thought: Team locked and/or command assigned vehicles

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  • CaptainPuffy

    #16
    Re: Random thought: Team locked and/or command assigned vehicles

    Under most circumstances yes. But what about Gunner/Pilot squads, they improve the effeciency of attack helicopters and bombers, and no one else should be spawning on them. I guess, this would increase the vehicle abuse. What if we did a combination of mine and your ideas?

    If the player tries to enter a Plane/Heli that is reserved for a squad, then they get the message.

    Alpha squad has recieved approval from the commander to reserve this vehicle." Then the individual player could be given some menu options to the extent of.

    "Join Squad"
    "Request transfer of assets from Squad leader"
    "Request transfer of assets from commander"
    "Request squadleader to allow you to enter the que"
    "Report abuse to commander"
    "Initiate a Mutiny Vote"


    That way if the squad leaders were feeling cheritable then they could allow the player to enter the que. If they were being greedy bastards they would be reported to the commander, who could revoke their reservation of the vehicle.

    Now if the player is allowed in the que, and he is teleported into the vehicle when its ready, and he crashes 5 minutes later, then its his fault and he has to wait again, and risk being rejected.

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    • WarGimp

      #17
      Re: Random thought: Team locked and/or command assigned vehicles

      I don;t like teleporting much.
      It's usually a sign of weak design.

      I think what they did in Tribes (1 & 2, but NOT V) was a really great design solution. Field assets didn't exist on the field. You had to order them via a vehicle creation pad. If the maximum number of a certain vehicle was already in use... well, you're SOL.

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      • CaptainPuffy

        #18
        Re: Random thought: Team locked and/or command assigned vehicles

        ^^ I've always wanted to see that implemented in Battlefield, but I thought it would never fly. A vehicle Pad/Inventory station would be beautiful.


        I once envisioned an "armory" so to speak, where you could customise which weapons, a kit could would carry. Lets say a sniper could give up his claymores, pistol and Knife for another 30 rounds of sniper ammunition. OR an AT guy could give up half of his AT ammo for a better rifle. Basically the way you could customize the various Tribes armors.

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        • WarGimp

          #19
          Re: Random thought: Team locked and/or command assigned vehicles

          Aye. Those are the kinds o thoughts that have been running through my head every time someone starts buggin me about getting a mod going.

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          • CaptainPuffy

            #20
            Re: Random thought: Team locked and/or command assigned vehicles

            I cant code myself out of a wet paper bag....but if I knew how I would be coding a CTF mod, that is similar to the Shifter mod on TRIBES.


            I played tribes for 5 years, and if you ever want someone to bounce ideas off of Gimp, I'm always willing. What I lack in coding ability, I make up for in creativity.

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            • vbl

              #21
              Re: Random thought: Team locked and/or command assigned vehicles

              Originally posted by CaptainPuffy
              I cant code myself out of a wet paper bag....but if I knew how I would be coding a CTF mod, that is similar to the Shifter mod on TRIBES.


              I played tribes for 5 years, and if you ever want someone to bounce ideas off of Gimp, I'm always willing. What I lack in coding ability, I make up for in creativity.
              Oh, you can do better than CTF. Here's a concept I wrote up a while ago:

              Superweapon
              Each teams must collect 6 superweapon components and return them to assigned slots at the team’s engineering facility. Components are randomly scattered across the central areas of the map, and are visible to the eye from 200-300m.
              • A team wins when they return all 6 components and hold them for 2 minutes, or when they deplete the other team’s tickets
              • Components can be dropped, picked up, and carried by infantry, and can be transported via jeep, buggy, transport helicopter, RHIB or APC.
              • Installing a component in your engineering lab causes ticket bleed if the number of your installed components exceeds the number of components installed in the enemy’s base. (i.e., if you have 1 and the other team has 0, you start a slow ticket bleed, which increases as the component margin increases)
              • Components must be installed in the corresponding slot in your engineering facility; you cannot install a component in any slot other than the one for which it’s designed
              • Engineering facilities can be attacked, and are equipped with basic defenses such as AA and AT emplacements, mounted machineguns, and proximity radar.
              • The opposing team can enter the facility and steal components by moving within a certain radius of the component slot, and picking up the component
              • Other outposts on the map can be captured to provide forward spawn points and additional equipment, but captured outposts do not contribute to ticket bleed

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              • CaptainPuffy

                #22
                Re: Random thought: Team locked and/or command assigned vehicles

                I read your post about that, and I really liked the idea. Basically players would be forced to work as a team, or lose.

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